MV - ⚙️ Mech Gears ⚙️ v0.18.4 Demo

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Started by BK-tdm 71 posts Page 3 of 4 View original ↗
  1. BK-tdm said:
    Heya @RCXDan! thanks for your interest and your playtime! you only got to a third of the demo though (there's 4 boss encounters).

    As for the stealth thing, zombies cant be evaded, only human enemies are susceptible to stealth mechanics which will be encountered ater the first boss fight, i should clarify that somewhere :kaoswt:

    Most of those issues were corrected in the next patch which should be up later today hopefully :kaoswt2:

    ... A third? Damn I really must have gotten softlocked, huh.

    Also wouldn't it make more sense that zombies lose track of you easier because they're mindless and most of their senses would be impaired due to zombification?

    Especially if they're the first thing you throw at the player as like, a tutorial on how the game's stealth works? It feels like it would be better game design & a better first impression, since it looked to me like the stealth just didn't work and didn't give me an indication it would work for human enemies later on.

    Anyway, I had fun. Good luck as you keep working on the game :kaoluv:
  2. Its weird that you got softlocked as i set an autosave on the door before the boss encounter so that people could reload and get more supplies if they found it too hard.

    I made it so the zombies are easier and no stealth needed as human enemies are way harder, zombies are a tutorial enemy for the combat system as the stealth section is further ahead with its corresponding tutorial and the other boss encounters need a grasp of the combat system :kaoswt2:
  3. BK-tdm said:
    Its weird that you got softlocked as i set an autosave on the door before the boss encounter so that people could reload and get more supplies if they found it too hard.

    Oops. I mean it wasn't hard, I just couldn't leave when I was actually in there. :kaoswt2:

    BK-tdm said:
    I made it so the zombies are easier and no stealth needed as human enemies are way harder, zombies are a tutorial enemy for the combat system as the stealth section is further ahead with its corresponding tutorial and the other boss encounters need a grasp of the combat system :kaoswt2:

    Fair point. Yeah, maybe you should mention that in the opening bit?
  4. Is the weapon wheel working, because sometimes I am stuck with the handgun after I use all the bullets.

    Nice game though.
  5. Yes its working, you need to press i to open the inventory, go to the weapons tab put the mouse cursor hovering over the weapon you want to assign then press an arrow key, you will see a small "left/right/up/down" written on the weapon icon if its done properly, then you press E to open the wheel.
  6. Thanks for the help. I didn't even know you had to use the mouse to equip there. The arrows, WASD and the mouse are all used as player input in your game.
  7. SeparatorUpdate.png

    DEMO Version 0.9.1a

    minigear ico.pngAdded:


    • Added difficulty select at the start, easy and normal.
    • New UI additions including current objective and reminders of some button functions.
    • More ammo containers overall for those who dont backtrack to the shop too much.
    • New weapon case so players get a chance to test most of them.
    • Redesigned the menu to look like a smartphone, added an option to check controls and tutorials inside of it.

      All in all expect more fixes and QoL as i get more feedback on the demo.

      note: explosive barrels are bugged and are being fixed to work properly.

      Also i got a gameplay stream by D757Gaming who sat through the whole demo, you can check him out on youtube!

  8. -in menu youre forced to use arrow keys instead of wasd which is confusing
    -way too many buttons at the start l got overwhelmed, maybe just put skills later on
    -when walking towards a door with a dialogue the dialogue instant disappear without being able to read it *so w make the text skip l doubt that was intentional
    -cannot target enemies no matter what l do, prob was in the tutorial at first but l cant access it afterwards, dont expect the player to remember all those buttons
    -not all guns have range written on it, l have no idea why the 3k gun seems better than the 4k one
    -healing skill make all items useless especially when the game is way too easy
    -how are the soldiers didnt heard the explosion at the entrance?
    -ammo seems bugged, l had equipped the rifle already and told me it was using the same ammo as pistol so l maxed that then when l entered the hospital it switched to the other *you really need to say which ammo go into which gun
    -earrape at the door southeast on sewers make a wait time before doing sound again
    -could do reload and shoot sounds in the box
    -game crash after going up
    -music at the end wasnt working properly until l reloaded

  9. I will check the entire stream/video later, but ill adress a few points now:

    The control shenanigans are engine limitations that i havent found a workaround for yet, sorry about that.

    I see you're a wow player so is no surprise you actually found the game easier than most people, as the skillbar and menu system is based on mmo's like wow, i've actually toned down the difficulty for most players as they arent used to this system including comboing skills, might have to add a hard mode difficulty later then :kaoswt2:

    Ammo per gun is explained on the ammo description not in the guns as i dont have enough space in the help window to set it up properly, why is the rifle showing the wrong ammo is a bug im looking into.

    Anyways ill check the whole thing later, thsbks for testing my game out :kaohi:
  10. A recommendation I would give for this game is for the intro.

    When you start the game, you get a lot of dialogue between Snake and the commander, when the hero is in the helicopter. I recommend that same conversation, instead of being on top of the city, for it to be on the way to the city. Maybe used a sky as a parallax, and make the picture scroll from west to east, so that it mimics the movement of the helicopter.

    The stealth almost never works, but it's not needed for this game.
  11. The helicopter iside scene is actually done for other missions ln the main game but i liked your suggestion so i moved the main briefing to that map before the player gets to the map.

    What part of stealth is not working? Zombies arw immune to stealth but the sneak section is working as intended, i tested it multiple times and all the streamers i got to watch it worked as it should so im curious, theres only one stealth section in the demo.
  12. Oh wow, this looks like it'll be loads of fun! Plus I love mecha. Will try out the demo as soon as I find the time and leave some feedback ~
  13. Oh please wait a bit, a new patch is in the works and will be released soon, im just having a bit of technical problems :kaoswt2:
  14. SeparatorUpdate.png



    minigear ico.pngAdded:

    • Added difficulty settings for normal and easy.
    • The introduction was moved to be inside the helicopter instead of being on site (thanks to @Bandito for the recommendation)
    • The old house was replaced by a ruined convenience store splitting the first objective into 2 parts.
    • Quest markers have been added to the necessary buildings, side exploration is still available and rewarded.
    • A new additional boss battle setting the total boss encounters to 4.
    • New flak jacket pickups which will absorb a set amount of damage efore your life gets affected again
    • Tutorial Videos for almost all important and complex mechanics, all the tutorials are available on the main menu for re-watching.
    • UI has been adjusted now the current objective is displayed on the phone menu instead of being always on display which reduces normal UI clutter.
    • Fixed explosive barrels, they now deal the proper AOE damage when exploded.
    • Tweaked AI so now fighting between 2 enemy types can occur, players can sit and watch or join the fight.
    • Tweaked the hospital map to add vents for sneaking around.
    • Tweaked some enemy patrols to adjust to the new changes in layouts.
    • New enemies with corresponding sprites.
    As always any feedback is appreciated, if you find any typos, collision errors, glitches, visual errors, softlocking and any other technical stuff let me know right away :kaoswt: !

    Hope whoever plays has fun, if you do any lets play's or streams let me in! :kaohi:
  15. bWXU6U.png
    Due to a bug that may render boss fights unwinnable (exept the last but whats the point then! :kaoangry:

    I decided to take down the current version and (soon) upload a fixed version with new features because whats a bugfix whitout new stuff.
    The game has been polished in a lot of aspects but some of the most notable features will be showcased here:
    ydL1xh.png
    ODL7nA.pngDifficulty settings is now illustrated:
    Oa87e9.png
    As before Easy and Normal mode are available but are now rebranded as "Rabbit" and "Snake", took me a while to get the SD/Chibi illustrations and their corresponding codename emblems but i think they turned out well.

    ODL7nA.pngSkill Revamp: Sudden Death
    This skill being the main culprit of the boss encounters bugging out i decided to tweak its code and, while i was at it, decided to do a visual revamp, afterall the "ultimate skill" looked a bit... bland so i decided to add custom animations and a full screen CG to drive home the point of "this is a special attack".
    The skill is now AOE (affects an area around the user) and has a cooldown, still requiring 40 FP, i also added some restrictions as the older version could be spammed and even if it did nothing the first CG would still show up for no effect.
    dSrtIC.gif
    This of course implies that going forward every sub-weapon will also have a normal skill and a special attack, with its corresponding CG effects! yayy more work! :kaoswt:

    ODL7nA.pngNew UI Elements:
    For the final tweak showcase i decided to add a little flair to the UI, it will now show the equipped weapon type, Metal Gear Solid style :kaopride:
    3ciQ5p.png
    Thats all for now, the new version will be releasing in December so please look forward to it! :kaohi:
  16. 1669993201180.png
    ODL7nA.pngNew UI Elements:

    The UI has once again been tweaked, with new elements and edits to previous ones.

    4N7qhK.png

    ODL7nA.pngWeapon & ammo info:

    JGv8Gd.png

    Condensed the previous version into a more streamlined info, a weapon type image will display along with the weapon name, under it the current/max bullets loaded and next to it the total ammo count, with a bar representing the maximum amount of ammo the player can hold in the inventory, the most significant change is that the ammo info and bar represents the current bullet count minus the ones loaded on the gun, so the player knows exactly how many bullets are left.



    ODL7nA.pngMinimap:

    EGjiOH.png

    Moving the player-affecting states under the portrait/bars freed up the top right corner of the screen, which is now occupied by a minimap, its main function will be to show the player the enemies lurking around, and an overall layout of the area.

    ODL7nA.pngWeapon SFX:
    All gun sounds (firing and reloading) were replaced from the placeholders to more accurate ones, with the exception of silencer equiped weapons for stylistic reasons, reload still applies to those.

    ODL7nA.pngMinor fix:
    The EXP bar now properly fills as you gain exp and approach the next level, took me a while to figure out the JS shenanigans to get the visual bar to work as intended :kaoswt:

    ODL7nA.pngAlert System:



    As every stealth game should, now getting discovered will spawn additional enemies, these will home in on your last known position (really fast) and then fight you, they will come out from logical places so depending on where you were spotted, getting away might be harder, after 10 seconds whitout engaging any enemy the alarm will be called off and all remaining reinforcements will despawn, tools like flashbangs and CQC will be useful in getting away from getting spotted!

    The difficulty setting will affect the amount of enemies that spawn during alarms.



    This demo is scheduled for release this month, hope you look forward to it :kaohi:
  17. 1670425519546.png

    because people love interacting with everything, this misc update allows all toilets to be flushable and all sinks can be opened/closed , also thanks to @Avery the game now has working open-able fridges which can contain food items!


    1670425845865.pngNew map:
    The bus in the garage map can now be entered, with a few enemies and some goodies.
    1670426069987.png
  18. 1671555679985.png

    All the changes in the previous posts are applied plus a bit more tweakings and optimizations, any bugs, issues, typos and weird errors that may happen please let me know, have fun!
  19. Quick update:
    Patch v3 is out which corrects freezing issues on bossfights on lower end devices, it also improves performance across all devices, the game was tested on low, mid ane high end rigs and shouldnt have performance issues on mid and high end devices, low end ones are playable albeot with lag

    Recommended specs:
    Intel core i3
    4gb ram
    1gb vram

    Minimum specs tested (not 60fps, lag may ocurr but its playable entirely):
    Intel core 2 duo
    4gb ram
    Integrated intel graphics
  20. Another Update
    Incremental patch to 0.12.4 r
    eleased as the previous number seemed cursed for some reason :kaoswt2:

    This patch fixes:
    • Audio errors
    • Boss clear conditions
    • Improved Alert mode pathfinding
    • New icons for changing maps/keycards
    • Rebalanced boss damage
    • Added cooldown for some explosive weapons
    For everyone who had issues with the previous patches you have my sincerest apologies and to everyone interested and downloading this new version you have my deepest thanks
    :kaohi: